Zynga Buys Conduit Labs

By Scott Kirsner

Zynga, the San Francisco purveyor of addictive online games like FarmVille and Mafia Wars, is buying Conduit Labs, a game developer in Cambridge founded by Nabeel Hyatt, and funded by local venture capital firms Prism VentureWorks and Charles River Ventures. The purchase price isn’t being disclosed, but one source close to the company tells me it is an all-stock transaction, so Conduit’s founders and investors will now be hoping that Zynga turns into a huge success; news reports earlier this year pegged Zynga’s valuation at $5 billion.

The Conduit office in Central Square will now become Zynga Boston, and Hyatt will continue to run it, according to today’s press release. (The company already operates satellite offices in places like Baltimore, Austin, Los Angeles, Beijing, and Bangalore.)

Hyatt and Zynga executives weren’t available for comment this morning, but in the press release, Zynga senior vice president Mike Verdu is quoted saying, “Boston is an epicenter for technology and has a strong talent market, making it an ideal location for us to expand operations.” Zynga claims to have 215 million active monthly users. Read the rest of this entry »

Adobe Moves Further Into Google’s Orbit

SAN FRANCISCO–If Adobe Systems had its druthers, Google Android would turn into the Microsoft Windows of the 21st century.

If there was any doubt that Adobe’s mobile strategy is now tied to the long-term success of Android, it was removed by a day-long presentation by Adobe executives and managers about how Adobe is adapting its technologies to Android. Dubbed the “Android Summit,” the series of presentations to the press emphasized how core Adobe technologies such as Flash and AIR are being optimized for Android on phones, tablets, and eventually televisions when Google TV is released.

Perhaps unsurprisingly, left unsaid during the series of presentations was one of the reasons why Adobe has fallen in love with Android. Adobe originally sought Apple as a partner, dating back to at least 2008 as iPhone growth exploded. But the Apple-Adobe rift was the story of this past spring, with Apple CEO Steve Jobs bashing Flash and Adobe in an open letter, Google and Adobe firing back during the Google I/O event in May, and the official shift of the battleground in the Great Fanboy Wars from Windows versus Mac to Android versus iPhone.

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Mochi Wants to Translate Your Game!

By MochiLand

by Colin Cupp on August 16, 2010 08:50 PM

Mochi Wants To Translate Your Game For The Chinese Market

As a result of our recent acquisition by Shanda Games (one of China’s largest gaming companies), Mochi Media is offering developers the opportunity to localize and translate your game for the China market.  With the help of our parent company we are offering this service at NO COST to the developer community.

Some background on the flash games market in China

The Chinese flash game portal space is dominated by sites such as 4399.com, 7k7k, and 2144.com.  Unfortunately, it is common practice in the Chinese market today to completely block all outbound links in games.  This includes the ability to click through on an ad, the “more games” link, and any other links you may have embedded in your game.  This is clearly a bad situation for flash game developers.

What We’re Doing

Mochi is offering developers free game translation services for the China market.  We see a significant opportunity in the Chinese market.  As you may see from your own Mochi analytics, your games generate lots of plays from Chinese sites, but these sites are largely blocking ads and all outbound links – so there is little, if any value being generated for developers today.  We want to change that by creating localized versions of these games and ensuring that they are not tampered or changed — and ultimately start making money for you as well as establishing your developer brand in China. Our China team is actively negotiating deals with the large portals.  We have recently completed agreements with 4399.com and 2144.com which will ONLY allow games coming from Mochi to retain their ads and outbound links.

Mountain Rescue_EnglishMountain Rescue_Chinese

Mochi’s Goal

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Jesse Venbrux’s new game: Enlightenment

By IndieGames Blog

Enlightenment is a new experimental project created by the developer of the Karoshi series, where players who participate in it can leave a trail of words for subsequent visitors to follow or build on top of it. Each white orb that you collect increases your ability to write longer words, and when you submit words using the enter key a portal to another world will be generated automatically for you.

Besides finding thoughts that other explorers have left behind there’s not much else to do in Enlightenment at the moment, but Jesse already has some ideas on how to expand on it further and will be replacing the slightly-altered Maru art with new graphics for future releases. [UPDATE: The latest version (0.4) is only available to download from YoYo Games, and features a story creation mode.]

Frash, iPhone and iPod Flash!

By Cnet News

Like many, I was excited at the prospect of Frash, a new third-party tool that cropped up this past weekend for jailbroken iPhones and iPads that adds Adobe Flash compatibility to these devices.

The add-on, which was created by development firm Comex (makers of jailbreaking tool JailbreakMe.com), is in its early alpha stages, so it’s unfair to compare it to say, something like Adobe’s first-party efforts with its beta on Google’s Android. But after using Frash for the past three days, I’m impressed.

Yes, it crashes a lot, and yes, it’s incapable of doing most videos, or any sort of Flash games, which are arguably the two main reasons to get Flash onto an iOS device. However, for something as simple as loading up a restaurant menu, or a Flash-only splash screen that clicks through to an HTML site, Frash has the makings of an invaluable tool.

But even with jailbreaking now legal in the U.S., is it worth the related risks such as:

Voiding your warranty agreement with Apple
• Relying on a vulnerability that was patched by Apple on Wednesday
• Trusting software from an untested source?

Let’s find out.

Note: CNET does not encourage voiding your warranty, or running unsigned, third-party code. This story is for informational purposes, and should not be considered a how-to guide.

How Frash works:

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A Lot More Is On The Way

By Hero Interactive

Now that Bubble Tanks Arenas is out the door we are beginning to shift more of our attention to wrapping up a great number of other titles that have been in development for a while.  StormWinds: The Mary Reed Chronicles is getting into the tail end of development as well as a few other small unannounced titles.  Hopefully next week we should be announcing one or two new games in development.

Stay in touch, more information is on the way.  :)

Check out a new screenshot of StormWinds: The Mary Reed Chronicles below:

StormWinds:MRC Screenshot 2

Tutorial – EasyRPG: Persistent Login and Data with MochiSocial

By MochiLand

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Good day, MochiLand! In an effort in teach the community about the tools that Mochi Media offers, I’ve decided to start creating a tutorial series spotlighting these tools and how you guys can use them in your games! Hopefully this series of tutorials can eliminate any barriers of entry and get you to making games with even more features!

Before we start, show me how it works.
No problem! Check it out by clicking here!

What is this newfangled device?
With the Mochi API, you are able to have players login into their Mochi account within your game. In addition, you can access their user properties once they’re logged in from anywhere! This means if you utilize this service, a player can save their game at home and use that same data from work. It’s a great way to ensure your game is accessible from anywhere, making longer form games especially alluring since progress is always with the player.

How do I add this into my game?
1. Make sure you have the newest Mochi API. Download it here – v3.8.
2. Read the documentation.
3. That’s it! :)

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BTA Update! Version 1.04 Released

From Hero Interactive

by Jared on June 07, 2010 07:33 PM

bta_banner.jpg

Alright everyone, despite the fact that there has been some rampant impatient whining going on this blog, we DO still love you guys.  And although we’ve been extremely busy here and haven’t been able to respond to many of the 1500+ comments finding their way to us, we have been taking in all the feedback positive and negative.  Everyone has gave us a lot of very good feedback- I don’t agree with all of it, but it’s been pretty constructive and useful.

With that said, I’m pleased to announce that we’ve just updated the game up to Version 1.04 over at ArmorGames.com!

Version 1.04 includes a lot of changes:

  • Added an “Efficiency Mode” button under the “Settings” menu (from either in game or the main menu).  Although we can’t guarantee anything, if you are experiencing heavy lag this new fancy button might just clear that up.  It adjusts the settings, effects, and frame rate and in our experience has really boosted the game speed on slower computers.
  • The Sticky Enemies in the second arena “The Goober” has had it’s life dropped from 18 to 10.
  • A new part for avatar tanks has been created: the “Mega Cannon”.  Essentially all it is is a glorified Heavy Cannon but for large class 4 or larger tanks with slow movement speed.  It deals 1 more damage than a Heavy Cannon but costs 1 GP less.  This combined with Auto Cannons, Massive Cannons, Bullet Busters, and Shields can give your large class tank a fighting chance and some really massive damage dealing capabilities (use Bullet Buster and Shield for defense).  If you complete the built in Arena “The Surprise” you can unlock it.  If you already beaten that Arena, it should automatically unlock for you.
  • Each enemy Mine Layer can only drop a maximum of 8 mines.  So if you have an enemy with 2 Mine Layers it can do 16, etc…  If it creates more than 8 mines out, it’ll pop the oldest one.
  • If an enemy is composed of only a Seeker Carrier and then you pop that, the Enemy automatically dies now.
  • We’ve looked into the intro loader audio problem.  Not 100% sure  it is fixed, we’ll find out…
  • If you try to edit an enemy with over 12 GP, you can now.
  • Cheat Code now has an option to get up to 50 GP (you cannot save tanks with over 12).
  • We’ve also made a significant number of miscellaneous security/bug fixes.

Also, if you’re worried about content quality, be sure to RATE stuff.   We are constantly going through and marking tanks to be featured.  We are also personally creating some new Arenas ourselves and are going to be stepping up the amount of content created by Hero.  To see what is Featured or made by Hero Interactive, simply check out the “Search” menus!

Additionally, currently, Bubble Tanks Arenas is only available (if it is legit) on ArmorGames.com.  This is good despite what you may think- if we find problems (and we always do) this is the file that we upload and patch with fixes.  Beginning July 1st, the game will be available everywhere (Newgrounds, Kongregate, and so on).

We will have a lot more news on projects coming out sometime soon.  Enjoy!

Mochi at Casual Connect Seattle

By MochiLand

header-casualconnectlogo

Meet with Mochi

Mochi Media will be in Seattle for Casual Connect next month! We always have a blast at this event and are looking forward to it again. If you’re going to be there, please stop by our booth (we’ll on the 1st tier above the grand lobby) or send us a note (team [at] mochimedia.com) to set up a meeting!

Josh Larson from Mochi will also be speaking at the following session taking place on Thursday, July 22 at 11am:

Creating Successful Games: Lessons in Virtual Currency
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TIGjam Midwest 2010

By Intuition Games

TIGJam Midwest is next weekend, June 4th-6th, 2010, at Foundry Coworking. If you’re interested, RSVP here at Eventbrite: http://tigjammidwest.eventbrite.com

Here’s the official info:

TIGJam Midwest is an indie game jam where creatives – programmers, hackers, designers, artists, or musicians – get together and make videogames in a weekend. For those who aren’t familiar with game jams, they’re similar to events like the 48 Hour Film Project or Startup Weekend. It’s called TIGJam because our group is part of the TIGSource community, which is a developer community for indie games.

Our game jams usually have a theme, and TIGJam Midwest’s theme this year is “proverbs,” proposed by Mark Doeden of 8monkey Labs.  Participants will form teams, choose a specific proverb from a culture of their choice, and develop a game based on it. There could be games based on Chinese Buddhist, Muslim, Hindu, Christian proverbs, or more obscure cultures or religions.

The local community is encouraged to attend the show & tell at Impromptu Studio at 3pm-8pm on Sunday, where they will experience the games and meet local game developers. These won’t be your usual space marine shooters; expect raw and barely-finished games that explore satirical, brand new, or meaningful territory.

A couple other exciting things are in the works.  Alec Holowka of Aquaria fame will be giving a keynote Friday at 7pm.  Venom is providing free energy drinks, there could be a visit from Senator Jack Hatch to express his support of creative endeavors like this, and there are rumors of drink specials next door at the Des Moines Social Club.  Finally, barring some catastrophy, there should be free catered food the whole weekend.  Expect one or two other exciting things to get finalized closer to the event.

All this free stuff is thanks to the generous sponsorship of the Iowa Department of Economic Developlemnt and the Technology Association of Iowa.  It’s exciting to think that these organizations are supporting a culture of game development here in Iowa!

Donut Game Progress

By Blog.Sokay.net

Here’s a bit of artwork I drew for the Donut game’s intro animation. It’s roughly animated so my man Cryptic Circuity can lay down some tunes for it while I tend to other areas of the project. My current focus right now is the top-down driving portion of the game. I should be showing bits of that part soon.

Chris has been touring Europe for the past couple weeks so don’t think the war is over. He’s just been readying the quiet before the storm. I’ve managed to gain some ground on him without having to sabotage his project, but his game was just about ready for a demo release even before he left. Regardless, both of our games are looking top-notch and I look forward to revealing more.

Peace.

7 Years Later: Kingdom of Loathing Interview

By DIYGAMER.com

KOL: Game MapMMOs seem to be a dime a dozen these days, with the mainstream market getting a new release every other week, be it AAA or Free to Play. But one indie developer has been chipping away at the same game for over seven years now. It’s Zack Johnson, the creator and continual head of Asymetric Publications and the long-standing indie MMO Kingdom of Loathing.

I got a chance to talk to Zack about his game recently, just to see where things are these days and what’s next.

DIYgamer: What’s the general outlook on Kingdom of Loathing these days?

Zack Johnson: We seem to find that any time we try to do any promotion or talk to anyone about it, people say “yeah, I played that five years ago,” and seem to be surprised that it’s still around, that we’re still doing what we’re doing.

Personally, I’ve been playing Kingdom of Loathing for five years. When I first got a desk job out of college, and the hours dragged and my soul shrank, a friend of mine sent me the link over email and suggested I sign up. Shortly thereafter I was born as a stick figure in the Kingdom of Loathing. For anyone new to the title, it’s relatively simple. You’re given a finite amount of turns each day, which can be augmented by eating foods or drinking booze, and once you’re stomach is full, or you drink beyond your alcohol threshold, you’re done for the day; though you can continue chatting it up with other cohorts in the game or gambling. The currency in the game world is literally meat, and a lot of enemies and items in the game are making fun of RPG and MMO tenets that haven’t changed in years. It’s all illustrated in simple sketches and in black and white.

DIYgamer: When did the game launch?

Zack Johnson: You know, I don’t remember. I feel I wasn’t keeping the announcements that early. Late January or early February of 2003. I thought of digging through all my old emails and reconstructing it. I have old backups from March and April of ‘03, but it had been around a little while by then. Quarter one 2003…The fact we’ve been around longer than World of Warcraft surprises people sometimes.

DIY: On the same sort of spectrum of “yes you’re still around,” what would you peg as your biggest breakthroughs across the past seven years that have given some momentum to moving the game forward?

ZJ: It was bringing in just enough money to allow me to safely quit my day job after about eighteen months. One of the first things I did was implement Mr. Store. Because before that you just got the Mr. Accessory and that was it. And implementing Mr. Store spiked the revenue tenfold. That was basically the point that I hired everybody that I hired and it’s kind of remained stable since that point.

For anyone curious what Mr. Store is, it’s the arena where players can get a fancy new item of high value each month. To trade in Mr. Store, players need to acquire a Mr. Accessory. These accessories are gifts given when a player donates $10, but they can also be bought and traded in-game. So to get a new item each month, a player will either need to donate the money and trade in their Mr. Accessory, or be savvy enough with the economy or casino to purchase the item in-game and trade it for the monthly super item.

KOL: EquipmentDIY: Weren’t you one of the first games to implement a kind of micro-transaction market like this?

ZJ: At the time I did it micro-transaction didn’t really mean that. I don’t know if its to our benefit or detriment, but I’ve continued to keep it as donations. The less we claim we’re actually selling someone something, the less legal issues we have to deal with. There’s a lot of weird stuff like that in China where people get a lot crazier about it. As an MMO we’re barely big enough to be on any kind of radar. There’s a secondary currency market, people sell meat for real money. It’s not against the rule, we don’t condone it and we’re not going to do anything if you get ripped off. We’re not going to dedicate a lot of resources to trying to put a stop to it. If we had someone whose full time job it was to stop that, it just wouldn’t be worth it. There are a number of people who gives us money out of the goodness of their hearts and want us to succeed, but I’d say ninety to ninety five percent are the ones who want the stuff in-game. When we’ve gone to any industry stuff, there’s a lot of people talking about doing free-to-play MMOs right now. It’s understood there are these rules you can’t break if you’re doing them. One of them is that you can’t have your micro transaction stuff in the same economy as your in-game stuff. The reason we’ve been successful by doing the opposite of that. It lends us a certain measure of credibility what we try to do with everything is that you can definitely play the game for free, you can see and do everything in the game without giving us money. When we design the donation content we definitely keep that in mind. For a long time we thought would be nice to do a premium content, a bonus for those giving us money, it took us a while to figure out a method of doing that. What you get for the money is the ability to generate a sort of ticket for the additional content which you can then trade with people.

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Welcome to Armorgames

By Armor Games Blog

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Armor Games would like to welcome Daniel to our team. Daniel is a game developer from Canada who is working with us through the summer on an internship. Daniel is currently working on a stealth type game that he says is a mixture of splinter cell meets 2D. Be on the lookout for Daniel’s up and coming games that will be released on Armor Games.

New Sokay.net for 2010

From Blog.Sokay.net

by Bryson Whiteman on April 30, 2010 04:06 PM


The new site.

It seems I’m making one major site update a year, haha. This update has what I wanted to do with the redesign last year but didn’t get around to doing it. The major new content is each game having a subsection with images, a description and links.

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Hero Core

By: Hero Core – Daniel Remar

Hero Core is a Metroid-style action shooter that tells the story of Flip Hero, on a mission to destroy his nemesis Cruiser Tetron for the final time. But before taking on the machine warlord in his hideout, there’s a bit of exploring to do since every weapon, item or suit upgrade found will actually assist you in completing the main and secondary mission objectives.

The first few rooms act as a tutorial that teaches new players about their suit and weapon controls, the autofire feature, progress saving, and the teleportation ability that warps your hero to a save point previously visited. Because of its non-linearity, you can choose to fight the end boss whenever you want, although players are advised to power-up both their main weapon and suit by at least a couple of levels before tackling that last challenge.

It takes about two hours to explore the entire map in the main story campaign, but there are also other bonus modes to try out, while the hard difficulty offers a completely different gameworld to explore. Get Hero Core here, or download the soundtrack from here. (Windows, 2.41MB)




















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